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2009-10-11disambiguate System.Path (preparation for new PrimMesher)dahlia1-1/+1
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)1-0/+3
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2-2/+14
* Set the Scene collision update time to 500 ms
2009-10-05minor: remove mono compile warningJustin Clark-Casey (justincc)1-5/+2
2009-10-05Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake3-61/+120
allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
2009-10-04only cache mesh if meshing was successfuldahlia1-8/+4
re-enable sculpt mesh caching
2009-10-04flexible extrusion shape defaults to lineardahlia1-1/+1
2009-10-04Exclude sculpt proxies from mesh cachingdahlia1-6/+23
2009-09-30Create j2k cache directory if it doesn't exist. The Meshmerizer needs it there.Diva Canto1-0/+14
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-10-01Formatting cleanup.Jeff Ames5-10/+10
2009-09-29Add copyright header. Formatting cleanup.Jeff Ames2-2/+2
2009-09-25corrections to viewerMode AddPos()dahlia2-1/+40
2009-09-24Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake3-78/+95
parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
2009-09-24modify BulletDotNETPrim.cs in preparation for Mantis #4181dahlia1-112/+122
2009-09-18Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin1-60/+72
Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
2009-09-09Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)1-16/+6
for the creators Disable generation of temporary profiles for now, instead record loading user as creator
2009-09-04* Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)1-3/+4
Constants.RegionSize isn't 256
2009-09-04* Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)1-16/+26
2009-09-02eliminate unnecessary storage of mesh objects which are no longer necessary ↵dahlia1-1/+0
after recent startup optimizations
2009-09-03Add copyright headers. Formatting cleanup.Jeff Ames1-2/+2
2009-09-02* One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2-1/+77
right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-09-02Thank you, dslake, for a set of patches to improve OpenSim startupMelanie3-5/+15
and idle performance.
2009-09-01Applying Mantis #4079. Thank you, dslakeMelanie2-109/+57
2009-08-26Add copy constructor to PhysicsVector.Jeff Ames1-0/+5
2009-08-26Formatting cleanup, minor refactoring.Jeff Ames4-16/+9
2009-08-21* It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)1-22/+27
memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
2009-08-20* Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2-74/+137
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)4-52/+59
2009-08-17Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie1-30/+8
gone in.
2009-08-17Add System.Xml reference to the console projectMelanie1-8/+30
2009-08-16Misc cleanup.Jeff Ames1-9/+4
2009-08-15* part one of adding physics combiningTeravus Ovares (Dan Olivares)2-0/+19
2009-08-13Formatting cleanup. Fix some compiler warnings.Jeff Ames1-6/+4
2009-08-11Minor: formatting cleanup.Jeff Ames1-6/+4
2009-08-11Split BasicPhysics classes into separate files.Jeff Ames3-415/+508
2009-08-08* Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)1-1/+4
2009-08-07This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)5-7/+7
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
2009-08-07* Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)4-15/+50
256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
2009-08-05* Remove some mono compiler warningsJustin Clark-Casey1-1/+2
2009-08-03starting to refactor path generation out of prim extrusiondahlia1-2/+18
2009-07-30Flag certain meshes to avoid vertex list compaction. This should help speed ↵Dahlia Trimble1-0/+2
up meshing time at startup.
2009-07-23Formatting cleanup.Jeff Ames2-3/+3
2009-07-22* Whoops, forgot the water heightfield.Teravus Ovares2-2/+5
2009-07-22* Exclude heightfield geom from the raycast test. Teravus Ovares2-1/+70
* Fixes mantis #3922
2009-07-21* nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares1-1/+1
2009-07-21* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares1-72/+100
* Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares8-1/+364
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-16Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker1-4/+6
2009-07-16* Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares1-2/+2
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)